/Engine/Source/Editor/UnrealEd/Public/LevelEditorViewport.h
This returns the actor lock (as per GetActorLock) if that is the currently active lock. It isnotthe currently active lock if there's a valid cinematic lock actor (as per GetCinematicActorLock), since cinematics take precedence.
The actor currently locked to the viewport and actively linked to the camera movements.
[TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > GetActiveActorLock() const